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Messages - AndrewArt

#1
Ideas / Re: Your Cheapest Ideas
September 01, 2018, 05:45:59 PM
And another minor thing.. I play on the highest difficulty so I prefer to choose the people I take in as colonists. When someone is being chased, I often accept the incident, if I know I can beat it. If I don't like the colonist there are two options.. I either make him stand there so that he will be captured and the raiders leave (not really realistic), or I defend my base then banish the said colonist. Well.. when I do that, he often runs into the first trap that's in his path. Maybe fix that, it's quite silly :d
#2
Ideas / Re: Your Cheapest Ideas
September 01, 2018, 04:23:42 PM
How about social interactions during caravaneering? Not something too overwhelming, but maybe there should be social interactions every now and then when you have multiple colonists on the road, that you can see if you press the details tab which shows the social interactions of the past days. I send all my people (2 at the moment) on a caravan trading quest, so I would have something to watch if they were interacting, maybe
#3
Ideas / Re: Your Cheapest Ideas
September 01, 2018, 08:30:17 AM
Hi Tynan, could you give the option to turn torches/campfires and Passive Coolers on and off as in fuel/don't fuel them? It doesn't feel too smooth to deconstruct them when they can be refueled for a later use. But you must do it if you don't want to waste resources on the moment. I play tribal naked start on 30 days of warmth, and when a heat wave comes I must deconstruct the Passive Cooler afterwards, and I would rather just keep it around in case of another heat wave later in the future. Just an idea, if you think it is necessary, it would be pretty cool
#4
Ideas / Re: Your Cheapest Ideas
March 14, 2018, 03:57:57 AM
There is a mod that has not yet been updated to b18, it lets you save your ship (after you "win" by sending colonists into space) and then you can use that ship for further gameplay by creating a new game and choosing the ship, which has all your colonists and such. I think it fits well with the game and should maybe be integrated into the game.. (I hope they update the mod if not)
#5
Ideas / Re: Your Cheapest Ideas
March 01, 2018, 10:34:55 AM
Chest - for storing valuables like silver, gold - in a bigger stack. Maybe make it a buried chest so that it can't burn, and make enemies have to dig it out to take the valuables
#6
Ideas / Re: Your Cheapest Ideas
February 14, 2018, 06:26:38 AM
@sick puppy thank you, I didn't even think of that ^^

Today I really felt the need for some medieval shields, I wish there would be such a thing in rimworld.. I found a mod but it is not updated for B18, not even A17.. it absorbs melee damage you receive depending on your melee skill, I would love such an addition to rimworld if possible Tynan :) Shields just look bad-ass, let's be honest. That would be really cool.
#7
Ideas / Re: Your Cheapest Ideas
February 13, 2018, 05:38:14 AM
How about animals hauling food to prisoners?
#8
Ideas / A Cool Purpose for Multiple Colonies
August 07, 2017, 06:03:14 AM
     An amazing idea just popped in my mind. I was thinking of multiple colonies and how it can be quite impossible to manage more since there are events occurring in all of them like it's a different game for every colony.. it's tiresome and not very practical.
  So how about this idea? Having a "Main colony" and secondary ones? I'd name them branch-colonies. Maybe the secondary ones can have incidents and events halved or there can be only raids - things that an AI can take care of basically. Such colonies would act as an AI base where they farm for food and defend like an AI would if you don't take control of the defense, which you would have the ability to do (otherwise there are more chances that the colony would be conquered/ destroyed. Also implement a system where people die and new people join that colony as well, so it is forever changing and growing like your own!). So, if you do not take control of the colony when it is attacked and you/ or the AI doesn't successfully defend it or you don't manage the food supply/ happiness or more of the colony, that colony can be destroyed/conquered/or maybe even gone rebel - like a neutral faction type of thingy. This can also lead to being able to truly conquer settlements and reconquer your lost settlements basically. And the more settlements you have also the more difficult it is to maintain them, as more attacks and such. You can also send in reinforcements to other colonies (who needs multiplayer, eh?).

   So basically, I'm not 100% sure how everything should be implemented, but my basic idea would be the other colonies to be on some sort of auto-management routine of your choosing where we have semi-control over the colony (like the option of defending against attacks, also somehow managing the production of weaponry/ food/ construction/ clothes etc in a different and unique kind of way -> more management-like, less rimworldish - so maybe that colony could have its own research tree and start from tribal or advanced depending on your starting research, and you can choose what to be researched and it will be ticking slowly (depending again on neolithical/advanced and the research being researched). And you can't see buildings of production and stuff on the defending map as it will be as an AI base, maybe semi-randomly generated like all the others, but consistent in a way and also somehow changing (keeping it simple, full-on realism isn't really necessary, but it can be if you want in the future). And there can be a tab of that colonies resources and of buildings available and of what you can produce through these buildings and materials that you have = clothes, weaponry etc, and you can also maybe exchange goods/ trade from your main colony with your own other semi-independent colonies).

[Edit: Now that I think about it, maybe don't give us the option to defend against attacks. Just let them be AI, and you can send in reinforcements of your own that you can control on that map. Makes it more simple and also hilarious, it can make for some really nice scenarios and stories. You can get a notification and see on the map that a colony is under siege, with a specific red icon of course!]
 
  Basically what I'm saying is, I see this as a really really awesome idea, and I hope more do. For me it would be like a colony rpg type of thingy, I would just love to see the bars of things getting done like research, production, etc. It's simple, yet it could be so interesting and beautiful (I just imagine unique colors for the research being done, the production of different type of things..). In my eyes it just adds more to RimWorld, and it's a really effective and cool way of using the experimental multiple colonies thingy! This game can be the best management game ever and also.. the best management game ever! So, I hope you will see this idea as I see it, as it really intrigues me and it came to me just about now, and I kept building on it on the spot and just brainstorming away.. This can finally be a purpose for the other colonies and it can change the game in an amazing way. It can make RimWorld also a different type of colony management like a strategy game, without really changing the core. It sounds so cool I would absolutely love it to bits, but my opinion is not the absolute here so.. what are your opinions on this quickly-made-up idea that I wanted to share?
#9
Ideas / Re: Your Cheapest Ideas
May 26, 2017, 01:34:33 PM
Could we have a shelf rework so that it can hold double the stacks? I really don't see any use for shelves atm., it would be really awesome if they would have 2 levels so that they can for example hold 150 stacked foods and 20 packaged meals etc. That would be really really great. Please do this, my mass harvests will be so much more effective..

Also, I really love this idea here: https://ludeon.com/forums/index.php?topic=29531.0 .. I'd really, really love something very expensive that lets you heal your colonist of almost everything, it could maybe use luciferium to heal, I'd think it would be really awesome. If at least a modder could do that, I would absolutely love it (I usually play with only one colonist as a main until he dies and I hate when he loses parts or gains scars, so please make something like this that uses luciferium but without the addiction, and make it really really expensive to create + need for a long research).
#10
Ideas / Re: Your Cheapest Ideas
May 21, 2017, 06:53:04 AM
How about a simple yet funny concept of giving the ability to hungry wild animals (omnivorous/ carnivorous) like bears to dig a filled grave (not a sarcophagus) and eat parts of the body? That way if you have a colonist you care about you won't just build a random grave in the middle of the forest and leave him to rot there. I'd say it would definitely give a little more life to rimworld, and it's really a simple concept, nothing really complicated. I think it sounds quite realistic and can also be quite annoying and funny for bodies to keep getting to the surface and the grave to disappear if you choose to bury them randomly :)